Mailing List AE-List@media-motion.tv ? Message #47701
From: Dean Forss <deanforss@gmail.com>
Subject: Re: [AE] Mesh Warp Not Smooth
Date: Wed, 6 Feb 2013 07:30:24 -0500
To: After Effects Mail List <AE-List@media-motion.tv>
Hi Pete,

I'm thinking from what you are describing there is a problem with the grid size being small enough to over come the single pixel shifts. This happens in Lightwave when my grid system is too large. I haven't seen a way to adjust the grid in the mesh warp tool though and that could be the issue. When working in that kind of space I stick with the 3D programs because of it. Not sure if you can do that but that's how I do it.

Hth,
Dean


On Wed, Feb 6, 2013 at 6:57 AM, Peter Matulavich <matulavich@ameritech.net> wrote:
I've tried doing some distortions with Mesh Warp and find that the movement is always a bit herky-jerky no matter how careful I am in moving points of the mesh grid.  Anyone know if there are any tricks to doing this?  I find that it works better using smaller images with large, simple shapes, but even then what looks smooth at first glance really isn't when when I do a frame by frame, up-close examination -- small parts of an image will suddenly leap ahead a few pixels when it should be moving at a steady one or two pixels a frame.  Im beginning to think this effect just isn't capable of doing good tweening.  What I'm trying to do is create an animated sequence of clouds circling the earth, using a NASA image shot from space.  I'm moving each point of the mesh grid a little at a time and keyframing every 2 seconds or so, and it seems to start out o.k., but quickly gets jerky.  It is definitely not just a playback issue, it's baked into the render.  By the way, it works fine, even with larger images, when using Wave Warp and similar automated effects, but with those effects, there is no control over specific parts of an image -- it's just am automated wave that passes through the image -- so, while smooth, it doesn't give me the same results that Mesh Warp could.   I've tried more points with smaller movements and more keyframes, and fewer points with bigger movements and fewer keyframes, but nothing really works as precisely as it should.

Pete
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Dean Forss
Technology Consultant, 3D Artist, Interactive Designer
Direct 904.557.4189

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